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Battlefield Modding Tutorials BFMODS • View topic - Battlefield Tutorial Heaven

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Jul 16, 2009 7:47 pm 
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Im not getting this I followed the tutorial to a tee but im not getting a few parts


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PostPosted: Thu Jul 16, 2009 8:33 pm 
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PostPosted: Thu Jul 16, 2009 8:35 pm 
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No ,its possible, just not in the traditional sense


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PostPosted: Thu Jul 16, 2009 8:59 pm 
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Yes, it's just more complicated than it should be. They aren't really buildings, they're PCOs with no entry point.

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PostPosted: Thu Jul 16, 2009 10:19 pm 
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So you will try doing it?


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PostPosted: Thu Jul 16, 2009 10:25 pm 
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Just take the BritishFactory from Battle of Britain in BF42 as an example. Includes pretty much all the code necessary for that.

And give the official tut a try: http://mdt.planetbattlefield.gamespy.co ... stroy.shtm

It's more difficult than it should be, but think that BF42 never was planned to include destroyable buildings in the first place...and there are far worse things we have to mess with than that...

If you want to make it really fancy, you can expand that by including the use of armoreffects. In theory and with a shitload of code this would allow for dynamically destructible objects, including "crumbling"-effects.
Making the object crumble in the spot you hit it however would be even more difficult, but by splitting the object into multiple small PCOs (which then again can be bundled) even that would be possible.
Perfomance would be a whole other sheet, just throwing in my spontaneous thoughts ;)

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PostPosted: Thu Jul 16, 2009 10:53 pm 
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archi. do you know how to import a .skn from bf1942? because i'd like a scene that has a textured, rigged model from bf1942. or is it not that easy. I'm guessing you have to do it manually with the .sm and the .ske?

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PostPosted: Thu Jul 16, 2009 11:17 pm 
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unfortunately no, dice never included a .skn importer. sorry.


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